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  1. #4201
    A. Body
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    Quote Originally Posted by Ragnus View Post
    curious how Infrit can throw someone and continue a combo from full screen.
    um... I play nova a little bit and (sorry calli). Nova can otg with centurion (a). And if your close to a corner he can air dash down catch them with air H
    when i started to mess around with nova (before all this infrit hype fuck yall) i found this http://www.youtube.com/playlist?list...eature=mh_lolz

    Don't hate on nova octo !

  2. #4202
    Old Merits
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    Odin



    Because I lol'd.

  3. #4203
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    ive been running to a problem online and im wondering if its strictly online because in training mode, its a lot more reasonable to escape lol.

    but when seth does his frame traps and pressure and fadc's his uppercut into a spd, even if i jump out, backdash, do a fast poke, etc. im still ALWAYS caught. ALWAYS. is there something i'm missing? lol. the only way i can avoid it is by spamming teleport if i have a character that can do that

  4. #4204
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    SETH.HAPPENS.



    Never fails: Get to 4000+ PP, run into 1500PP Seth, lose 128PP. FML

  5. #4205
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    Well, if it's reasonable in training mode, doesn't mean that it's mainly an online thing? :<

  6. #4206
    You just got served THE CALLISTO SPECIAL
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    Quote Originally Posted by richardd View Post
    ive been running to a problem online and im wondering if its strictly online because in training mode, its a lot more reasonable to escape lol.

    but when seth does his frame traps and pressure and fadc's his uppercut into a spd, even if i jump out, backdash, do a fast poke, etc. im still ALWAYS caught. ALWAYS. is there something i'm missing? lol. the only way i can avoid it is by spamming teleport if i have a character that can do that
    If the SPD is just landing on the first available frame after coming out of hitstun, it's going to catch the startup of both jumps and backdashes. The only thing you can do there is some sort of reversal with invincible startup.

  7. #4207
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    Here Leroy



    He beat me pretty solid, though I took a few. Just pay attention to what he does to keep me out, lots of jumpback normals, backdashing, and good spacing on his pokes. Also note that he almost always blocks my jumpins high, which is good against my safejump setups but leaves him open to empty jump > cr.lk several times.

  8. #4208
    Ninja Ninja
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    Noemi Rondain
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    @40s: I like how he does a random backflip just to get that one bar of meter.

    We're you just practicing combos that game? You could have pulled off a lot of rounds if you used your U2 instead of Flying Sakura Attack(No idea what it's actually called).

  9. #4209
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    @36? Yeah he does it for timing, spacing and meter gain. I like his play though. He's winning by not really using that many combos, just keeping you out with pokes and things like that. I need to use st. lk a lot more, I underrate it so much as a poke.

    Doesn't seem like he uses throw all that much, or even kara throw. He must not know your weakness.

  10. #4210
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    Quote Originally Posted by Ragnus View Post
    @40s: I like how he does a random backflip just to get that one bar of meter.

    We're you just practicing combos that game? You could have pulled off a lot of rounds if you used your U2 instead of Flying Sakura Attack(No idea what it's actually called).
    U2 actually does awful damage at the end of a combo, if the combo starts with a focus crumple and/or is longer than hp xx ex.tatsu it gets scaled to oblivion, every time where I took the setup(move us called Sakura Otoshi btw) it was b/c U2 wouldn't have killed.

    Quote Originally Posted by Chun Liroy View Post
    @36? Yeah he does it for timing, spacing and meter gain. I like his play though. He's winning by not really using that many combos, just keeping you out with pokes and things like that. I need to use st. lk a lot more, I underrate it so much as a poke.

    Doesn't seem like he uses throw all that much, or even kara throw. He must not know your weakness.
    He threw plenty, look closer, at least twice per round most times, especially after knockdowns. I was doing reasonably well teching plus I spent a lot of time on the offensive.

    But yeah, the important part is keeping her out. You can see that on the matches I won, each was basically over in three combos once I got in.

  11. #4211
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    also I went swag in the match starting around 27:50 lol

  12. #4212
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    I still say in the corner you should be doing uppercut > U2 like Uryo does to end combos. He does it for the stun.

  13. #4213
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    Calli, I think you fell for wakeup overhead every time. I do find it interesting that he switches between U1 and U2 between rounds and stuff.

  14. #4214
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    Quote Originally Posted by Weltall View Post
    I still say in the corner you should be doing uppercut > U2 like Uryo does to end combos. He does it for the stun.
    eh, it adds like 12 stun and loses 15 damage. If I'm finishing with U2 in the corner instead of some sort of otoshi setup I'm probably going for the kill.

  15. #4215
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    Quote Originally Posted by Chun Liroy View Post
    Calli, I think you fell for wakeup overhead every time. I do find it interesting that he switches between U1 and U2 between rounds and stuff.
    He can't combo after an overhead, I try to block on reaction if I can but I'd rather eat that than a low attack that he can combo from.

  16. #4216
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    Yeah, I get that. I do find it strange he didn't try grab after overhead like... at all.

    I was watching this guy named Makoto play vega, he was punishing blockstrings that ended with fireballs with U2... it was ridiculous.



    3:11~

  17. #4217
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    It's not the best idea, overhead is 0 on hit. His normals are 4 frames at best, after an overhead if I hit crouch tech I tech the throw and create space, and if he pokes my cr.lk beats whatever he has. The only option he has that would win for sure is ex ST, and that's a hell of a gamble if I just block. Better to just retain the corner positioning,

  18. #4218
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    Quote Originally Posted by Callisto View Post
    It's not the best idea, overhead is 0 on hit. His normals are 4 frames at best, after an overhead if I hit crouch tech I tech the throw and create space, and if he pokes my cr.lk beats whatever he has. The only option he has that would win for sure is ex ST, and that's a hell of a gamble if I just block. Better to just retain the corner positioning,
    That's the thing, even if you tech, it seems like he still has the positioning he wants. Unless teching pushes you out of the corner a little bit, regardless, that's the range he seems to be keep you at. You can cr. mp after tech and hit, iirc.

  19. #4219
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    At that range I can easily TK ex air tatsu out of the corner, if he stays closer he can catch my jump startup with s.hk.

  20. #4220
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    Quote Originally Posted by Callisto View Post
    At that range I can easily TK ex air tatsu out of the corner, if he stays closer he can catch my jump startup with s.hk.
    I've also started to notice that in the rounds he's losing, he keeps moving in far too close and trying to get it. Walking up for a grab 2~ times in a row. Starting to just move in for no reason instead of keeping his spacing. That's what I'm noticing at least from those couple matches starting around 27~ I guess.

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